ebiten/example/game/sprites/sprites.go

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// Copyright 2013 Hajime Hoshi
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
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package sprites
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import (
"github.com/hajimehoshi/go.ebiten/graphics"
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"github.com/hajimehoshi/go.ebiten/graphics/matrix"
"image"
"image/color"
"math/rand"
"os"
"time"
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)
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type Sprite struct {
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width int
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height int
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ch chan bool
x int
y int
vx int
vy int
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}
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func newSprite(screenWidth, screenHeight, width, height int) *Sprite {
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maxX := screenWidth - width
maxY := screenHeight - height
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sprite := &Sprite{
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width: width,
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height: height,
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ch: make(chan bool),
x: rand.Intn(maxX),
y: rand.Intn(maxY),
vx: rand.Intn(2)*2 - 1,
vy: rand.Intn(2)*2 - 1,
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}
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go sprite.update(screenWidth, screenHeight)
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return sprite
}
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func (sprite *Sprite) update(screenWidth, screenHeight int) {
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maxX := screenWidth - sprite.width
maxY := screenHeight - sprite.height
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for {
<-sprite.ch
sprite.x += sprite.vx
sprite.y += sprite.vy
if sprite.x < 0 || maxX <= sprite.x {
sprite.vx = -sprite.vx
}
if sprite.y < 0 || maxY <= sprite.y {
sprite.vy = -sprite.vy
}
sprite.ch <- true
}
}
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func (sprite *Sprite) Update() {
sprite.ch <- true
<-sprite.ch
}
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type Sprites struct {
ebitenTexture graphics.Texture
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sprites []*Sprite
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}
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func New() *Sprites {
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return &Sprites{}
}
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func (game *Sprites) ScreenWidth() int {
return 256
}
func (game *Sprites) ScreenHeight() int {
return 240
}
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func (game *Sprites) Fps() int {
return 60
}
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func (game *Sprites) Init(tf graphics.TextureFactory) {
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file, err := os.Open("images/ebiten.png")
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if err != nil {
panic(err)
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
panic(err)
}
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if game.ebitenTexture, err = tf.NewTextureFromImage(img); err != nil {
panic(err)
}
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game.sprites = []*Sprite{}
for i := 0; i < 100; i++ {
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sprite := newSprite(
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game.ScreenWidth(),
game.ScreenHeight(),
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game.ebitenTexture.Width,
game.ebitenTexture.Height)
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game.sprites = append(game.sprites, sprite)
}
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}
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func (game *Sprites) Update() {
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for _, sprite := range game.sprites {
sprite.Update()
}
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}
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func (game *Sprites) Draw(g graphics.Context, offscreen graphics.Texture) {
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g.Fill(&color.RGBA{R: 128, G: 128, B: 255, A: 255})
// Draw the sprites
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locations := make([]graphics.TexturePart, 0, len(game.sprites))
texture := game.ebitenTexture
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for _, sprite := range game.sprites {
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location := graphics.TexturePart{
LocationX: sprite.x,
LocationY: sprite.y,
Source: graphics.Rect{
0, 0, texture.Width, texture.Height,
},
}
locations = append(locations, location)
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}
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geometryMatrix := matrix.IdentityGeometry()
g.DrawTextureParts(texture.ID, locations,
geometryMatrix, matrix.IdentityColor())
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}
func init() {
rand.Seed(time.Now().UnixNano())
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}